Middle screenshot needs a bit of re-texturing. It's not often good to use one texture for a wall and a floor that meet.
IMO you should be using mostly dev textures until Alpha 2 or later, when you have a more finalised layout. Doing any detailing at this stage is only going to slow you down. But it's up to you. Either way, I really like the overall flow of the map, and the points themselves are fairly interesting. You just need to scale the map down by around 20-40% depending on the area (hallways should be compressed more than your outdoors, overall).
Also, in the first screenshot..
That is quite a lot of rockets all bunched up together. Not sure if that was intentional, but even if multiple rockets can (and are) kept in one building, they shouldn't be that close to eachother. It also doesn't look right since the textures on the rocket are of a noticeably lower resolution than all the textures you have used on the brushes. Also, there is no kind of gap or door to let the rocket take off, or anything to transport it.
This tutorial is useful for avoiding this sort of mistake.
Alphas usually are in devtextures, but as I said above, I don't use them. And I definitely will not use devtextures for the sake of using devtextures.(..)
I used to be the same way. Trust me, it only serves to slow down development and make your map less awesome in the end. Detailed areas take longer to change, and the more detailed something is, the less willing you'll be to change or remove it, regardless of how it might be negatively impacting the map flow.I dont find devtextures all that useful for me. I'd rather have the map look similarly like it will look when it's done and do a specific detailing idea i have as soon as possible, even though it oftenly means slowing myself down.
It's not that the areas were empty, it's that it took forever for any class but Scout to get anywhere. Adding cover will help, but if the areas are too large to begin with, the gameplay will perpetually suffer.Scaling down is in progress atm. Also I think some areas seemed overscaled simply because they were empty.
I used to be the same way. Trust me, it only serves to slow down development and make your map less awesome in the end. Detailed areas take longer to change, and the more detailed something is, the less willing you'll be to change or remove it, regardless of how it might be negatively impacting the map flow.
It's not that the areas were empty, it's that it took forever for any class but Scout to get anywhere. Adding cover will help, but if the areas are too large to begin with, the gameplay will perpetually suffer.
It's not that the areas were empty, it's that it took forever for any class but Scout to get anywhere. Adding cover will help, but if the areas are too large to begin with, the gameplay will perpetually suffer.